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Found 182 results

  1. Hi, I'm adding fontWeight to some text and it works fine on everything except iOS where only the first character responds to the command. var textObj = game.add.text(0, 0, 'Hello World! This is a triumph!', { font: 'Arial', fontSize: 32 }); textObj.addFontWeight('bold', 6); textObj.addFontWeight('normal', 11); Only the 'W' becomes bold. Any suggestions?
  2. Hi all: I'm new in community. I have been searching these great forums for a solution for days, but i had no luck. I'm developing a game with phaser (2.6.2) and all has been working until testing on ipad. I have no sounds at all, but all seems to be working ok. Sounds are working in all platforms except IOS (9.5.4). I have tested with a button on my game but it doesn't sound. It seems to be "running" but like muted... I have compiled game with phonegap and again, sound works in Android but not in IOS. All Audio Examples in https://phaser.io/examples don't work either. I have test it with mp3 file, m4a file, different bitrates but nothing works. I have been looking for a solution for days, but no one is working for me. I load sound in preload state function: game.load.audio('music_main_menu', ["assets/audio/m4a/menu_main.m4a", "assets/audio/ogg/menu_main.ogg"] this.sound = game.add.audio("music_main_menu"); and then, create a button in create function: button = game.add.button(game.world.centerX + 350, game.world.centerY + 150, 'btn_test_audio', this.actionOnClick, this, 2, 1, 0); Then, i have this in action click function: this.sound.play("",0,1,true); After loading it, that is what i see with game.sound.debugInfo on render (time is running): I'm debuuging Ipad remotely with Safari and there is no errors in console, and it is loading m4a file. Please, someone has lead with a similar problem and could help me? Thanks in advance.
  3. Hi everyone, I'm Jak. I has been working with game developers for several years. I have written music in many styles for a wide range of games: Arcade, Action, Adventure, Casual, Puzzle, 8bit/chiptune. I also created songs for video presentation for your video. You can hire me through this https://www.fiverr.com/jaksanapong/create-original-music-loop-for-your-game-or-video Otherwise you can check out my Royalty Free Music here. https://www.pond5.com/artist/jaksanapong#1/collections How does Royalty Free work? It's easy. You just buy them for one time and then you can use them for all of your commercial project without any additional fee. Here is my portfolio https://soundcloud.com/rockman154-1 I'm really excited to work with you guys Thanks JAK
  4. I'm building a web app that allows the user to build a mobile app from their creations. I'm looking for a cloud service that allows me to send a zip file (or something like that), build the app and return a ID to me. With this ID I could access some app properties and download the generated file, like AWS S3 API does. I search in google and don't find nothing like that. Please could someone help me with that? Detail 1: This don't need to use cordova. I just put it in the title because I don't know how to call this thing that I'm looking for. Detail 2: I found the Phonegap build API, but phonegap only allows 25 private apps in the paid plan. Thanks for all, Cheers
  5. Hi my app is crashing on initial load (not always), looks like that happens when scene start to load, after error site is reloaded and works further ok. I am trying to get more debug info , but right now I have only this message GL Support: can **NOT** render to 1 texture. Have anyone had similar issues? Works great on desktop.
  6. Whenever the iPhone has any audio playing (such as music), it cuts out as soon as the app is opened, however my app doesn't have sound functionality (yet). Here is my index.html file: http://pastebin.com/1tkHgxuq Here is my main.js file: http://pastebin.com/mtZDxRaD Has anybody seen this issue before? I've been looking for several days for an answer, both in my code and online but no luck.
  7. Hi, guys. Try my new game! Simply flip the bottle into the air and score points by falling between the tables! Compete with players around the world! Play Online: https://www.scirra.com/arcade/action-games/falling-bottle-challenge-12608 Download for IOS: https://itunes.apple.com/us/app/falling-bottle-challenge/id1176246722?mt=8 Download for Android: https://play.google.com/store/apps/details?id=com.takenewgames.fbc Features: - 10 bottles - Simple One Touch Control - Online leaderboard - Endlesss Gameplay Gameplay: - Tap to Flip - Don't touch on tables - Collect diamonds to unlock new bottles Follow Us: — http://www.facebook.com/takenewgamesofficial — http://twitter.com/TakeNewGames — http://plus.google.com/+TakeNewGames — http://vk.com/takenewgames — http://www.pinterest.com/takenewgames — http://www.youtube.com/c/TakeNewGames More Games: — http://www.takenewgames.com
  8. Hi, guys Try my new game! Play Online: https://www.scirra.com/arcade/racing-games/retro-speed-2-hot-roads-6949 Play FREE IOS: https://itunes.apple.com/app/retro-speed-2-hot-roads-crazy/id1069820692 Play FREE Android: https://play.google.com/store/apps/details?id=com.goodapp.retrospeed2 Description Retro Speed 2 - Hot Roads And Crazy Racing Zone is an endless arcade racing. Drive your car on the road with a fast traffic. Collect coins and buy new cars. Your task is to become the fastest driver - a leader in the global race for the first place world ranking. Go for victory! Features: - 5 different locations - 15 cars, there is a lot to choose from;) - Beautiful 2D graphics - Convenient control - Online leaderboards - 19 achievements Gameplay: - Your car is constantly increasing speed - Touch the left half of the screen to move the car to the left - Touch the right half of the screen to move the car to the right - Collect points overtaking other cars on the road - Collect coins to the orange car for that would buy new cars
  9. Hi, guys. Try my new game Play on Scirra Arcade: https://www.scirra.com/arcade/action-games/mannequin-head-jumping-challenge-game-12746 Download for Android: https://play.google.com/store/apps/details?id=com.takenewgames.mcjh Download for IOS: https://itunes.apple.com/app/mannequin-challenge-game-jumping/id1178329270 Description The Mannequin Head - Jumping Challenge Game is realy hot new challenge! Come Join To Play! The Mannequin Head - Jumping Challenge is taking over the world! Play Now! Features: - 10 characters - Simple One Touch Control - Online leaderboard - Endlesss Gameplay Gameplay: - Tap to jump - Don't touch on horizontal platform - Collect diamonds to unlock new characters Follow Us: — http://www.facebook.com/takenewgamesofficial — http://twitter.com/TakeNewGames — http://plus.google.com/+TakeNewGames — http://vk.com/takenewgames — http://www.pinterest.com/takenewgames — http://www.youtube.com/TakeNewGames?sub_confirmation=1 More Games: — http://www.takenewgames.com
  10. I have been running a shader on mac and pc using splatmaps... But for some reason on iOS the console reports these errors... Is there something kind of compatibility layer i need to do something special for iOS in shaders??? Does anybody have a clue has to what the error could be coming from when run on iOS ... works fine on regular computer. If anyone needs to take a look at my actual shader code: Terrain_Splatmap.vertex.fx Terrain_Splatmap.fragment.fx Note this is only an issue on iOS mobile so far and ONLY after trying to use forth splat texture 'albedoSampler4' ... Weird ... Is there a MAX texture limit on IOS... Works great on pc, mac, android and xbox... just craps after forth splat on iOS @Deltakosh , @Sebavan or @RaananW got any ideas
  11. Hi, Has anyone had success implementing IAPs for iOS using Cocoon? I'm currently using the atomic plugin for IAP from https://github.com/ludei/atomic-plugins-inapps. The API seems to work as it should, but I always get "invalid products" when requesting products from my iOS app. The products are correctly set up in my iTunes Connect account, and in the "Ready to Submit" phase. I’ve also created a TestFlight build but the plugin still gets the “Invalid Products” response. I've posted on both Cocoon's forums -https://forums.cocoon.io/t/trouble-getting-iaps-to-work-on-ios/4936 - and the issues section of the plugin github page - https://github.com/ludei/atomic-plugins-inapps/issues/11 - and am waiting to hear back. Our game is in Phaser so I thought I'd reach out to the html5 dev community to see if anyone has run into similar problems. Any insight would be greatly appreciated! Thanks, Galen
  12. Hi, its my firsh HTML5 game, I made it after playing PIxel Dungeon : ) For UI i used react.js. Gameplay part is canvas+js. No any other frameworks. Maybe for next my game ill take phaser. : ) Features: 8 bosses about 25 enemies items with random generated properties random generated levels You can play it here: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
  13. Hi guys,A great and very friendly team of professional and creative guys (artists and developers) would be very happy to cooperate on creating mobile games.- Create high-quality 2d graphics: illustrations, symbols and icons, etc. – our professional artists and web designers never lack inspiration. Unique and exclusive products are spiced with a power of experience.- Code in HTML5. Our hard-working developers will provide you with fast and good results.We are open to any offers. We do have some portfolio and would be pleased to share it with you Please, don't hesitate to contact me at daria.onlygames@gmail.comLook forward to hearing from you!
  14. Hi Everybody! So I have some hotspots floating around in z space. Each hotspot isPickable = true and each non pickable mesh isPickable = false. When I test on desktop it runs like a dream, but when I test it on mobile devices, the hotspots don't respond to any touch actions/click. Babylon version is v 2.5.0 I created a PG. The PG works great on desktop and mobile, but the PG is running version 2.6 alpha Is this something that was adjusted? Am I missing something? Can I change what version of Babylon being used in the PG so I can have a more accurate test? PG: http://babylonjs-playground.com/#PEJDE#8
  15. Hi, we have recently released Fallin for Android and iPhone/iPad. Please have a look, we are happy about any feedback Fallin for iPhone and iPad: App Store Fallin for Android devices: Play Store You can also follow us at: FACEBOOK TWITTER or visit our website: http://www.iwantanelephant.com/
  16. Hello everyone! My new game called "Arena Fu" is RELEASED! Check it on #android https://goo.gl/hKluMI , #ios https://goo.gl/WF66Hm and #Win10 https://goo.gl/fSbnkf !
  17. Hey, can anyone confirm if video works on iOS 10.2? I've tried on a number of comps and devices, and they all get the same behaviour. The video looks to preload fine, but when you touch it to play, the video is good for the first 1-2 seconds then freezes with the audio playing through. This is with local dev on both 2.6.2 and CE 2.7.3. All the Safari console says is 'An error occurred trying to load the resource.' This also occurs with the Phaser demos, ie: https://phaser.io/examples/v2/video/play-video Cheers
  18. Hi, We are trying to update our HTML5/JS 2D video game engine to support Android/iOS smartphones/tablets. Our current version of our engine does not play audio on Android/iOS mobile devices. What is the best method to play audio (either MP3/OGG) on Android/iOS mobile devices? Here is our current audio initialization code: function InitSettings() { if ( navigator.userAgent.toLowerCase().indexOf('android') > -1 ) Browser = "Google Android"; else if ( navigator.userAgent.toLowerCase().indexOf('iphone') > -1 || navigator.userAgent.toLowerCase().indexOf('ipad') > -1 || navigator.userAgent.toLowerCase().indexOf('ipod') > -1 ) Browser = "Apple iOS"; else if ( navigator.userAgent.toLowerCase().indexOf('mobile') > -1 ) Browser = "Mobile Unknown"; else if ( navigator.userAgent.toLowerCase().indexOf('viera') > -1 ) Browser = "Viera Smart T.V."; else if ( navigator.userAgent.toLowerCase().indexOf('edge') > -1 ) Browser = "MS Edge"; else if ( navigator.userAgent.toLowerCase().indexOf('opera') > -1 || navigator.userAgent.toLowerCase().indexOf('opr') > -1 ) Browser = "Opera"; else if ( navigator.userAgent.toLowerCase().indexOf('chrome') > -1 ) Browser = "Chrome"; else if ( navigator.userAgent.toLowerCase().indexOf('firefox') > -1 ) Browser = "Firefox"; else if ( navigator.userAgent.toLowerCase().indexOf('ie') > -1 || navigator.userAgent.toLowerCase().indexOf('trident') > -1 ) Browser = "MS IE"; else if ( navigator.userAgent.toLowerCase().indexOf('safari') > -1 ) Browser = "Safari"; else Browser = "UNKNOWN Browser"; SoundType = "null"; var audioTest = document.createElement('audio'); if ( audioTest.canPlayType('audio/mpeg;') ) SoundType = "mp3"; else if ( audioTest.canPlayType('audio/ogg;') ) SoundType = "ogg"; Here is our sound effects and music load/play code: //-------------------------------------------------------------------------------------------------------------- function LoadSound() { var index; for (index = 0; index < NumberOfMusics; index++) MusicIsCompletelyLoaded[index] = false; if (SoundType === "ogg" || SoundType === "mp3") { for (index = 0; index < NumberOfSoundEffects; index++) SoundArray[index] = document.createElement("Audio"); SoundArray[0].src = "./data/audio/MenuClick." + SoundType; SoundArray[1].src = "./data/audio/MenuMove." + SoundType; SoundArray[2].src = "./data/audio/MovePiece." + SoundType; SoundArray[3].src = "./data/audio/PieceCollision." + SoundType; SoundArray[4].src = "./data/audio/PieceDrop." + SoundType; SoundArray[5].src = "./data/audio/PieceRotate." + SoundType; SoundArray[6].src = "./data/audio/LineCleared." + SoundType; SoundArray[7].src = "./data/audio/TetriCleared." + SoundType; SoundArray[8].src = "./data/audio/LevelUp." + SoundType; SoundArray[9].src = "./data/audio/MustThinkInRussian." + SoundType; SoundArray[10].src = "./data/audio/IncomingLine." + SoundType; SoundArray[11].src = "./data/audio/GameOver." + SoundType; SoundArray[12].src = "./data/audio/Crack." + SoundType; SoundArray[13].src = "./data/audio/ShallWePlayAGame." + SoundType; SoundArray[14].src = "./data/audio/Sword." + SoundType; for (index = 0; index < NumberOfSoundEffects; index++) { SoundArray[index].preLoad = "auto"; } for (index = 0; index < NumberOfMusics; index++) { MusicArray[index] = document.createElement("Audio"); MusicArray[index].src = ("./data/audio/Track-0"+(index+1)+"-BGM." + SoundType); MusicArray[index].volume = MusicVolume; MusicArray[index].preload = "auto"; MusicArray[index].addEventListener( "canplay", MusicLoaded.bind(window, index) ); } } } //-------------------------------------------------------------------------------------------------------------- function PlaySoundEffect(index) { if (ThinkRussianTimer > 0) return; if (SoundType === "null") return; if ( index > (NumberOfSoundEffects-1) ) return; if (SoundVolume === 0) return; SoundArray[index].volume = SoundVolume; SoundArray[index].currentTime = 0; SoundArray[index].play(); } //-------------------------------------------------------------------------------------------------------------- function PlayMusic(index) { if (SoundType === "null") return; if ( index > (NumberOfMusics-1) ) return; if (MusicVolume === 0) return; MusicArray[CurrentlyPlayingMusicTrack].pause(); CurrentlyPlayingMusicTrack = index; MusicArray[index].addEventListener("ended", LoopMusicFixForFirefox, false); MusicArray[index].currentTime = 0; MusicArray[index].volume = MusicVolume; MusicArray[index].play(); } Any help would be appreciated, thanks!
  19. Hi everyone! I'm a first time poster on this forum after having just come across it after a google search - just what I was looking for. I have a finance background but have been learning how to program (JavaScript) the past few months. I have an idea for a simple game that I really want to build. However, instead of learning Swift, I was thinking of building a native iOS app using something like PhoneGap or CoCoon. I don't even know if that's actually possible since I don't know what exactly they are but from what I've gathered, these programs will let you build a game in JavaScript and compile it into a native iOS app - which would be pretty cool! Can someone guide me to some resources on where I can get introduced to the world of making games using JavaScript for iOS (where I think the market for games really is)? Thank you - looking forward to contributing to this community!
  20. ios

    HTML5 options seem pretty dismal on iOS, or am I missing something? I'm trying to figure out the best way to "wrap" my HTML5 game. It's three.js but that's not really relevant, other than the fact I want it to run fast. Here are the options I've explored/tinkered with: UIWebView Pros: Easy to use, no headaches Cons: Slow and might be deprecated soon WKWebView Pros: Fast (great WebGL speed, etc.) Cons: Can't support loading local resources; security restrictions on local .html and .js files Workarounds: Copy resources to /Documents or /tmp directory Host files with embedded web server Cordova Pros: Plugin that wraps the WKWebView with web server solution; other bells and whistles Cons: Seems not not be under active development; build/config errors Intel XDK Pros: Nice IDE, can use Cordova plugins Cons: Deploying to device incredibly clunky and slow Ejecta Pros: Fast Cons: Getting it to work with three.js not straightforward I'm currently using the UIWebView solution, which might NOT have good enough performance to release the game. WKWebView seems unusable; I suppose I can try to get Ejecta working. Any insight or opinions here? Thanks!
  21. Hi guys, see attached screenshot. You'll notice the video has a blue tint which should not be there.This tint only appears on iOS when using VRDeviceOrientationFreeCamera, although it used to also appear in DeviceOrientationCamera, but adding an empty LensRenderingPipeline seemed to fix the issue. I've already tried what @Nabroski mentions here on page 2: I've been battling this issue for a while now and was wondering if anyone could help?
  22. Hey, I have some videos I need manual control over. For non iOS devices, they're working fine. But with iOS devices the videos all automatically play simultaneously on user interaction (which is touch unlocking them). Is there a clean way to flag off autoplay on touch unlocking? Cheers
  23. I finished making my game with Phaser, and it works very well on Google Chrome, and Safari, and Firefox on Desktop. But it shocked me on how slow it runs on Safari on iOS! Why is this? My game is an incredibly simple game, it does not make sense to me. Game: https://dolanmiu.github.io/flappy-bird-client/ Source code: https://github.com/dolanmiu/flappy-bird-client Thanks!
  24. Hi Everybody! I'm not sure if this is a bug or if there is an issue with my materials, but for some reason meshes with multiple materials aren't rendering properly on iOS. For a split second while the mesh is loading, I can see each material take up the correct set of vertices, but then once its done loading, the last material to load takes over the entire mesh. We are using the latest version of babylon.js Any input would be greatly appreciated.
  25. Hello people, I’m here to ask for assistance on PixiJs (more like a canvas related stuff) and IOS. I want to make an app than take all the available space of the webpage, kinda “Fullscreen” but not necessarily without the actions bar of the browser, What I was doing work pretty well on any browsers except in Safaris IOS browser, in landscape mode (sometime loading the page the first time in landscape work, then when changing orientation and coming back to landscape make the bugs appear). I can’t get to handle the IOS browser correctly, the canvas ignores one or both of the browser bar, causing it to appear under these bar. I just adapted quickly the Pixi’s “bunnymark” demo to show this problem. (http://davikingcode.com/dl-works/bunnyjs/ ). I found on the web an example working really fine on iOS landscape mode (http://www.goodboydigital.com/runpixierun/) but can’t see an obvious differences with my simple example. It may be an HTML/CSS problem, but I can’t find it exactly. Thanks for your help and have a nice day.